From c37e14772fe2ee3b40a9a28ab01f8a2745f316f2 Mon Sep 17 00:00:00 2001 From: Cry dsch Date: Tue, 1 Jun 2021 22:21:42 +0200 Subject: [PATCH] Fixed issues after merge --- examples/models/models_mesh_picking.c | 10 +++++----- src/models.c | 6 +++--- 2 files changed, 8 insertions(+), 8 deletions(-) diff --git a/examples/models/models_mesh_picking.c b/examples/models/models_mesh_picking.c index e0c8a30a1..29c550210 100644 --- a/examples/models/models_mesh_picking.c +++ b/examples/models/models_mesh_picking.c @@ -81,7 +81,7 @@ int main(void) ray = GetMouseRay(GetMousePosition(), camera); // Check ray collision against ground quad - RayCollision collision = GetRayCollisionQuad(ray, g0, g1, g2, g3); + RayCollision groundHitInfo = GetRayCollisionQuad(ray, g0, g1, g2, g3); DrawPoint3D(g0, RED); if ((groundHitInfo.hit) && (groundHitInfo.distance < collision.distance)) @@ -104,10 +104,10 @@ int main(void) } // Check ray collision against test sphere - RayCollision sphHitInfo = GetRayCollisionSphere(ray, sp, sr); + RayCollision sphereHitInfo = GetRayCollisionSphere(ray, sp, sr); - if ((sphHitInfo.hit) && (sphHitInfo.distance < nearestHit.distance)) { - nearestHit = sphHitInfo; + if ((sphereHitInfo.hit) && (sphereHitInfo.distance < collision.distance)) { + collision = sphereHitInfo; cursorColor = ORANGE; hitObjectName = "Sphere"; } @@ -115,7 +115,7 @@ int main(void) // Check ray collision against bounding box first, before trying the full ray-mesh test RayCollision boxHitInfo = GetRayCollisionBox(ray, towerBBox); - if ((boxHitInfo.hit) && (boxHitInfo.distance < nearestHit.distance)) + if ((boxHitInfo.hit) && (boxHitInfo.distance < collision.distance)) { collision = boxHitInfo; cursorColor = ORANGE; diff --git a/src/models.c b/src/models.c index 96f44e82b..50cc6cb75 100644 --- a/src/models.c +++ b/src/models.c @@ -3204,11 +3204,11 @@ RayCollision GetRayCollisionTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3 // Get collision info between ray and quad // NOTE: The points are expected to be in counter-clockwise winding RayCollision GetRayCollisionQuad(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3, Vector3 p4) { - RayCollision result = { 0 }; + RayCollision collision = { 0 }; - result = GetRayCollisionTriangle(ray, p1, p2, p4); + collision = GetRayCollisionTriangle(ray, p1, p2, p4); - if (!result.hit) result = GetRayCollisionTriangle(ray, p2, p3, p4); + if (!collision.hit) collision = GetRayCollisionTriangle(ray, p2, p3, p4); return collision; }